Avatar

TAG

TAG

About

Username
TAG
Joined
Visits
9,205
Last Active

Comments

  • @kaeru said:

    @TAG I guess... They made a delay between carge-up sounds, when you spam it by clicking m1 multiple times... Earlier it used to go like hr-hr-hr... hr-hr-hr... hr-hr-hr-hr-hr... Now it goes like Hrr... Hr.... Hrr... Hrr...

    You just can't show your dominance with roar like this =\

    That nerf was so unnesessary 😭

    The heavens have answered one of my prayers (maybe, assuming this isn't just a bug that will be fixed).

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/770327#Comment_770327

    Sure he isn't. Ignoring the obvious unable to see him coming until it's almost too late: he has one of the strongest thing a killer can have, information. Will he go after the injured person self-caring in a corner, or 2 people on a gen together? Most generators have at least 2 paths to come in so against him you have to be swiveling your camera constantly to make sure you don't get grabbed and even then it's a free hit. Then you get to run away for a bit since he'll ignore you now that you're on guard.

    His slow-movement speed (still faster than survivors) isn't even a downside since the maps mentioned are some of the smallest ones in the game, so a survivor can't actually make real distance before hitting a corner.

    He's also moving at only 105%, and it is possible to hear him coming by his breathing.

  • @S_Panda said:

    As much as I agree it's a pity to nerf his tier one. The jump scare myers build ended up overpowerred because guess what offering is used with it? lery's! I started running spine chill especially cause of ghostface (pig/wraith being bonuses) and am glad that I now have a single counter to wall hacking myers :P.

    Perhaps if it really does kill his potential tier 1 could be reverted somehow, but if a myers uses the scratched mirror it could remove the ignore perks portion. A win against a not counterable build and a neutral for regular ones.

    Mirror Myers isn't even OP in Lehry's/Game. It's definitely the best places to use him (and probably Hawkins, now) but certainly not OP.

  • @Gibberish said:

    Most maps in the game are Survivor-sided, honestly.

    There are some that are roughly evenly balanced, but there arent any really purely "killer-sided" maps.

    Even The Game, which is probably the map that most people consider to be killer-sided, has a lot of advantages for Survivors. That pig room drop-down, LOS blockers everywhere, and an absolutley insane amount of pallets, many of which are un-mindgameable.

    I've heard people say that the new Underground Complex is Killer sided due to the sheer percentage of very unsafe pallets.

  • @kaeru said:

    @TragicSolitude @then4321

    They just increased time between her sounds when she start dash attack. So if you click m1 in ambush mode multiple times, she will roar with awful delay. Earlier if you spam m1 in ambush mode, she did funny oinking noises. And I just don't know why BHVR decided to nerf this her superior power. With this power I could show survivors, that I don't scared of them. But now Pig's oinking sounds pathetic...

    ...are you saying that the ambush roar now happens later in the Pig's charge-up?

  • Killer - 3 people making an escape with a Key

    Survivor - Having a teammate DC/force a one hook out of saltiness shortly after the match starts

  • @Freudentrauma said:

    From what I understand Devs reasoned the mechanic for quite some time as beeing "immersive" and if I remember correctly they only mentioned during a Q&A around the time of the second anniversary they might consider it or are more open about changing. Problem probably is, that there is and was so much stuff to change and focus on since then and that they might not have come to a proper decision to what they have to change it.

    But yeah. Getting it's long time overdue to get rid of it. Button smashing is a bad game mechanic and probaply even costs new players.

    It's about as immersive as games loaded with Quick Time Events.

  • @GrootDude said:

    I love small game but I’d gladly trade the trap locations part for a totem counter.

    I'll accept that trade to reduce the number of non-add-on things that directly impact Killer powers. :P

  • There was supposed to be one, but apparently a power outage over there has resulted in a delay until further notice.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/768292#Comment_768292

    False.

    He loves killing. He doesn't care what he looks like He's "The ghost" plus he tries to have fun killing so the wazzap mask can actually symbolize his enjoyment of killing.

    If he doesn't care what he looks like, why would he go out of his way to wear a different mask to express how he enjoys it? :P

  • I'd say it depends on the method and frequency. If you are deliberately playing meme/stupid builds to maximize your chance of getting killed, you are fine. If you are just letting the Killer get you so you can just die on the hook repeatedly, that can land you in hot water if your teammates think you are just screwing them over on purpose and thus report you.

  • Wazzapface doesn't fit with the lore of Danny Johnson. :P

  • @blackx2 said:

    If you see someone with key in the lobby, just add Franklin to yours perks

    That doesn't work because the Key can just be picked up later.

    Now, if the Killer could also step on a Key and break it... 🤔

    Hmm...and then you can add another add-on that makes the Key unbreakable...

    Could this be the solution I was looking for to balance Keys out?

  • @Boss said:

    How about making it one of those gameplay-changing Add-ons?

    Y'know, how Hag becomes a wall-builder with Scarred Hand, Shape becoming spoop-master with Scratched Mirror, etc. etc.

    Btw, in case you don't know me: Hi. I like making ideas without necessarily wanting them, so do note that, if you don't like this idea for whatever reason, it doesn't mean that i say this should absolutely be in the game, it's just for the fun of making ideas.

    Iridescent Head

    A glass-like Hatchet head moulded from The Fog itself. The blade is warm and reverberating with The Entity's power.

    • Thrown Hunting Hatchets warp back to her belt once they hit something.
    • Sets maximum carried Hunting Hatchets amount to 1.
    • Trumps all other Add-ons.

    Let's re-word it a bit so it doesn't just arbitrarily "trump all other add-ons:"

    -Lose all Hatchets after throwing one.

    -Automatically reload all Hatchets when a Survivor is injured by one.


    Boom, now it just nonbos with Leather Loop and Infantry Belt by design rather than because the perk says so.

  • People being dumb is their fault, not the Bloodpoints'.

  • @Rex_Huin said:

    Is there a maths professor here? If you have 3 x 20/1 chances what is the chance of landing one of them?

    A math professor would probably tell you to learn how probability functions.

  • That is not a bug. Devs have said that the interaction with DS is deliberate to avoid revealing which Survivor probably has DS.

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/766558#Comment_766558

    There is never an obsession unless someone uses an obsession perk, so if you have one DS on the team you should have that person be the obsession. Only if the killer has a perk or addon will the obsession be random

    If you have someone using DS, it means that someone will randomly become the Obsession. In the past, it used to be that DS raised your chances of being the Obsession, but that appears to be no longer the case.

  • DCing is against the rules. Slugging isn't.

  • DCing is against the rules. Slugging isn't.

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/766457#Comment_766457

    In a regular match you have no obsession, so if 3 people have odds increased, you still have zero

    I don't think it works like that. I'm pretty sure it's as follows:

    If there is an Obsession in the trial, one Survivor is randomly selected to be the Obsession.

    If a Survivor uses something that increases or decreases their chances of being the Obsession, their odds of being chosen goes up or down by some amount.

  • @Rex_Huin said:

    https://forum.deadbydaylight.com/en/discussion/comment/766391#Comment_766391

    No I didnt write them down I'm not that much of a nerd!

    The 4% is a lie!

    "My sample size shows that 4% is a lie."

    "Did you write it down?"

    "No."

    What is this, the Magic Arena forums?

  • Very occasionally, I might take a break from Pig to sample some other wares, but for the most part, I can go for a while sticking with just my main.

  • I think one way to push things in the right direction is to make it so only one Survivor can escape with a Key at a time. After someone opens the Hatch with a Key, they escape and the Hatch closes. Even if there are only two people left and one escapes with the Key, Hatch still closes and that last Survivor is SOL unless they also have a Key.

  • The only thing I'd be okay with is giving Survivors who have been down for a good chunk of the total bleed meter (definitely not less than half) a way to instantly die so they don't have to keep waiting without DCing. Beyond that, slugging for the fourth kill is fair game in my book.

  • @Ryuhi said:

    why disconnect? it sucks, but just let them take the hit when the killer comes. you'd be surprised how many killers will tunnel them and ignore you over stuff like that.

    If you disconnect, that little jerk wins.

    What happens if the Killer decides they would rather just leave them there for last? It's not like the Killer is obligated to do anything about it.

  • @1saltypug said:

    https://forum.deadbydaylight.com/en/discussion/comment/765903#Comment_765903

    Wincons are not required for it to be considered "PvP" as long as their are two sides fighting that are human its player vs player. I'm saying you cant compare this to games like csgo where it literally goes "terrorist/counter terrorist win" or battlegrounds in wow where it says "alliance or horde wins". You can have wincons in PVE games (like beating the game?) I think you're implying the PVP/PVE the wrong way since wincons don't define those two categories. Take sea of thieves its a pvp game but their isnt a true win condition because you can literally respawn and go after the person who sunk you with no penalty. Nothing in that game says "you win" but its still pvp.

    So just make it where it says "Killer/Survivors win(s)"?

  • @1saltypug said:

    https://forum.deadbydaylight.com/en/discussion/comment/765025#Comment_765025

    can't really compare this to "any" pvp game, it's had balance issues since release because of the vague line with a "wincon". I shouldn't have to care about winning because you feel its important, at the end of the day if I had fun is more important then having the highest score in "this" game. I've won super frustrating games and I've lost really fun games....guess which one I care more about. Obviously you need to be told you won because that's super important to you and some people, just like their are alot of us who it isn't important.

    They've talked about balancing perks by how "fun" they are to use and have completely reworked perks.

    This logic of "you can't compare this to other games" has never worked for me because there is a clone of Dead By Daylight on mobile (Identity V) that has a very set and straightforward wincon established.

  • I think the simplest way to explain it is that a individual's personal goals and parameters they set for themself, which is perfectly valid and reasonable, isn't an excuse for the game to lack a properly defined/established wincon that players can compete over.

  • One thing to consider is the rammifications of forcing stealth when Killers have a lot of ways to reveal their locations.

    On the whole, though, my first impression of this seems pretty positive?

  • "Survivors will need to find 2 keys in order to remove the RBT."

    This means Survivors have a 50% chance that they can just be killed by the Pig camping a box, and the Pig can know this after they've searched the second box. Not a safe idea IMO.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/96046/why-i-believe-pipping-shouldnt-be-considered-a-win

    Winning is determined by score. Escaping with 7k blood points is hardly celebration worthy and 4king with 10k bloodpoints is equally unsatisfying. At its core the end game score is the only means we have to know who came out ahead in the match. Ranking up doesn't affect anything outside of the people you play.

    I find a low-score multi-RBT kill 4k pretty damn satisfying. ;)

  • @foochill1 said:

    You have problems, fun is a win factor and so is pipping, the problem started when you seperated survivor gamers from killer gamers, its the same freaking game! way to divide ppl, Since there are no official win conditions, we made our own, pipping up is a win because you did enough that the game considered your actions enough to pip, (did game objectives) you can get a 4k and no pip, you can escape the killer and get a depip, thats why pipping is considered winning it works for both, but you seem like you dont want everyone to win, there can only be one winner, thats some loser mentality.

    "you seem like you dont want everyone to win, there can only be one winner, thats some loser mentality"

    No, that's just a pretty fundamental part of games: Not everyone is declared a winner.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/763989#Comment_763989

    They are by RNG dice rolls.

    Its the same with DbD when a game changing tile is there or not or if a god window is blocked.

    I didn't say they are not RNG-heavy. I said their wincons are not blurred and irrelevant. They are very clearly laid out, and the path to those wincons is well-understood, even if it is riddled with random twists and turns along the way.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/763932#Comment_763932

    Its competitive in the same way UNO and as you said Mario Party is competitive.

    When people say casual it means there is minimal skill and a lot of rng involved to the point where win conditions are irrelevant and blurred.

    If you and i had a 1v1 on the board game candy land would the win condition be fun or getting to the end of the board?

    If you choose end of the board did it matter more than the fun condition when it was rng card pulling that got you that win?

    Asymmetrical games imo cannot be competitive in the same way Overwatch/CSGO/CoD/BF etc can be.

    The win conditions in Mario Party and Uno are neither blurred nor irrelevant, though.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/96046/why-i-believe-pipping-shouldnt-be-considered-a-win

    Good sir, it's simple, you can get a 6 in an exam (C-) and pass it, but you could've gotten a 10 (A+). Who do you think is a good doctor, the one who passed his surgery exam with C- or the one who got an A+? Who would you pick to have surgery with?

    Now, lets pass those examples to DBD, who is actually a better killer? The one who got a 2k+ without piping or the one who got a 2k+ and piped or the one who got a 2k+ and double piped?

    It's as simple as that. Yes, getting a 4k and no pip implies you did your job, but that was a lame C- right there, give yourself a challenge by not camping or tunneling to get that A+ man.

    That's not a good comparison, though. A doctor's exam and a pip result serve completely different purposes; a doctor's exam determines whether the test taker is qualified to enter a particular field and is a gauge for all future performance. A single pip result does nothing but tell someone how well they did in one single game (and even then, it doesn't do a good job of that due to the particulars of the emblem system). Sure, a doctor who scored an A+ is likely going to fare better than someone who passed by the skin of their teeth, but an individual game result does nothing to determine the overall skill of a player.

    @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/763888#Comment_763888

    I just made a poll about this, and actually the answers are quite clear, people think a win is a win depending on their perception, I cannot assure PIPing is a win, but neither a 4k no pip. It depends on the person, for example, if I got a 4K no pips I feel like trash cause I know I didn't give myself a challenge, but sometimes a 2k double pip let's me feel like the game was a tie. It depends on the person's perpective.

    That's because the game does a bad job of establishing what a win is. I am willing to bet that if DBD adopted Identity V's win system, people wouldn't be nearly as inclined to say "I don't care about that; if I had fun or did my own self-set challenge, that means I won!" You don't see people playing Mario Party going "I won because I managed to pass every space on the board at least once!"

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/763839#Comment_763839

    Cadre - members of a group that acts with a unified purpose.

    Ultracrepidarian - a person who expresses opinions on matters outside the scope of their knowledge or expertise.

    Basically a large group of armchair devs who claim to care about balance when in reality they only care about making things easier on themselves at the expense of their competition.

    Ah. In that case, I disagree.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/763826#Comment_763826

    They don't have to be but within gaming communities they almost always are. Nothing sucks the life and fun out of games more than a cadre of ultracrepidarians.

    Can you speak in layman's terms, please?

  • @Tucking_Friggered said:

    Whatever else it would be it would definitely be boring.

    Tic-tac-toe is balanced to a degree most games can not be with the only imbalance being in who moves first.

    Balance does not equate to fun.

    Fun trumps balance.

    The problem with tic tac toe is not that it is "balanced"; the problem is that it is poorly designed, with the gameplay pattern being both too on-rails and too likely to end in a draw.

    Fun and balance do not have to be mutually exclusive.

  • Obviously this means we should tie pipping/winning to Kills and Escapes. ;)

    @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/763689#Comment_763689

    No No No No No No No.

    Fun is not a valid wincon! Why do people keep acting like it is?

    If your describing how a round of dead by daylight and someone after hearing what happened asks "ok great but did you win?" You don't say yes if the Killer absolutely wrecked you and toyed with you for 5 minutes in the form of a somewhat enjoyable psudo-roleplay ending in you dying to devour.

    You can't qualify fun and having fun isn't itself an accomplishment. An outside observer watching the game cannot use that criteria to determine a win and most importantly, you can't balance around it.

    A wincon is not just how you personally like to play, or even what you want to accomplish in a game*. A wincon is the task the game is presenting to you. While any game can be useful or fulfilling only a round in which you complete the wincon can truly be called a successful round. You may succeed at something other than the trial itself but in order to succeed at a trial (as opposed to succeeding at some other task inside of a trial) you MUST complete the wincon.

    And as per the tutorial of the game that wincon is the sacrifice the Survivors or if you are a Survivor to escape the trial.

    No one is forcing you to attempt to win. However you do need to accept that the game is designed around the assumption that you will do so, and thus not playing towards the wincon can risk a suboptimal experience.

    I always found it weird whenever people go "I judge winning by whether or not I have fun!" To me, it's a byproduct of the game having poorly established player wincons that force people to have to decide for themselves what a win means to them. Like, sure, the tutorial says you gotta Kill and Escape respectively, but in practice, that ain't how the game sees it.

  • @GennyFromTheBlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/762226#Comment_762226

    Such a toxic and selfish mindset, but your reply perfectly expresses the common Killah Main logic.

    i DoNt CaRe iF yOu HaVe Fun!!1 i Am A KiLLeR mY jOb iS tO KiLL!!1111!

    Taking the role and definition of Killer literally.. Y I K E S.

    A Spike mentality is not a bad mentality. People are allowed to want to win at all costs as long as they are not cheating and not displaying poor behavior.

  • If you remove the mori offerings from the game and then make some of the bloodpoint let Killers mori Survivors who have been hooked twice, you have both removed problematic offerings and buffed other offerings at the same time. Win/win

  • Considering the Killer can just break the pallet, I don't see the necessity for this.

  • @Nutty_Professor said:

    I've "accidentally farmed" a Laurie once. I was the obsession with Rancor, not only did the Laurie used Decisive, I was still able to get a safe hook bonus (profit).

    I even made a meme about it.

    https://us.v-cdn.net/6030815/uploads/620/77K7EDB9D85B.png

    I...don't actually know how I feel about that. On the one hand, you are kinda farming your teammate. But on the other, not wanting to be the Rancor target would be a strategic reason to try and get a teammate to pop DS. On the OTHER other hand, what if you pull a stunt like that and it turns out that the Laurie isn't actually running DS?

  • @GennyFromTheBlock said:

    Um...

    The Devs want DbD to be a Cat-N-Mouse game.

    Yet somehow, Killah Mainz still don't get this. So instead of flogging the Survivors left and right, you are immediately hooking them PROBABLY TUNNELING/CAMPING and then you rinse and repeat.

    I don't get why you would play like that cuz Killer lobbies are like 10-15 minutes! Like, if you wait that long just to finish the game in 3 minute, what the F was the point?

    Anyway, the Devs really need to start enforcing the Cat-N-Mouse gameplay by increasing whatever side is losing. If Survivors are "rushing" gens, then Killer should get a speed increase and speed increase for attack animations. Alternatively, if a Killer is dominating the Survivors, the generator speeds should increase and the Survivor's actions are increase (unhooking, vaulting, cleansing, healing, etc).

    What happens if you don't tunnel/camp but still manage to one-hook everyone and only black pip as a result?

  • You do you, and I do me. Just don't cheat or be hostile post-game, and it's all good.

  • To me, sweaty is just an unnecessary pejorative used by people who don't like it when one or more people are trying their best/hardest to do well.

  • Luck only affects two things currently:

    1) The chances of self-unhooking without Deliverance

    2) The chances of self-escaping The Trapper's Bear Trap.

  • The way I see it, 3+ kills = Killer wins, 0-1 kills = Survivors win, 2 kills = draw.

1 … 152 153 154 155 156 … 218